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pen

digital pen

In Proceedings of UIST 2003
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Paper augmented digital documents (p. 51-60)

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Paper Augmented Digital Documents (PADDs) are digital documents that can be manipulated either on a computer screen or on paper. PADDs, and the infrastructure supporting them, can be seen as a bridge between the digital and the paper worlds. As digital documents, PADDs are easy to edit, distribute and archive; as paper documents, PADDs are easy to navigate, annotate and well accepted in social settings. The chimeric nature of PADDs make them well suited for many tasks such as proofreading, editing, and annotation of large format document like blueprints.We are presenting an architecture which supports the seamless manipulation of PADDs using today's technologies and reports on the lessons we learned while implementing the first PADD system.

pen

In Proceedings of UIST 2000
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SATIN: a toolkit for informal ink-based applications (p. 63-72)

In Proceedings of UIST 2003
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Stylus input and editing without prior selection of mode (p. 213-216)

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This paper offers a solution to the mode problem in computer sketch/notetaking programs. Conventionally, the user must specify the intended "draw" or "command" mode prior to performing a stroke. This necessity has proven to be a barrier to the usability of pen/stylus systems. We offer a novel Inferred-Mode interaction protocol that avoids the mode hassles of conventional sketch systems. The system infers the user's intent, if possible, from the properties of the pen trajectory and the context of the trajectory. If the intent is ambiguous, the user is offered a choice mediator in the form of a pop-up button. To maximize the fluidity of drawing, the user is entitled to ignore the mediator and continue drawing. We present decision logic for the inferred mode protocol, and discuss subtleties learned in the course of its development. We also present results of initial user trials validating the usability of this interaction design.

In Proceedings of UIST 2004
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Collapse-to-zoom: viewing web pages on small screen devices by interactively removing irrelevant content (p. 91-94)

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Overview visualizations for small-screen web browsers were designed to provide users with visual context and to allow them to rapidly zoom in on tiles of relevant content. Given that content in the overview is reduced, however, users are often unable to tell which tiles hold the relevant material, which can force them to adopt a time-consuming hunt-and-peck strategy. Collapse-to-zoom addresses this issue by offering an alternative exploration strategy. In addition to allowing users to zoom into relevant areas, collapse-to-zoom allows users to collapse areas deemed irrelevant, such as columns containing menus, archive material, or advertising. Collapsing content causes all remaining content to expand in size causing it to reveal more detail, which increases the user's chance of identifying relevant content. Collapse-to-zoom navigation is based on a hybrid between a marquee selection tool and a marking menu, called marquee menu. It offers four commands for collapsing content areas at different granularities and to switch to a full-size reading view of what is left of the page.

pen based computing

In Proceedings of UIST 2000
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The metropolis keyboard - an exploration of quantitative techniques for virtual keyboard design (p. 119-128)

pen based interaction

In Proceedings of UIST 2006
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ModelCraft: capturing freehand annotations and edits on physical 3D models (p. 13-22)

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With the availability of affordable new desktop fabrication techniques such as 3D printing and laser cutting, physical models are used increasingly often during the architectural and industrial design cycle. Models can easily be annotated to capture comments, edits and other forms of feedback. Unfortunately, these annotations remain in the physical world and cannot be easily transferred back to the digital world. Here we present a simple solution to this problem based on a tracking pattern printed on the surface of each model. Our solution is inexpensive, requires no tracking infrastructure or per object calibration, and can be used in the field without a computer nearby. It lets users not only capture annotations, but also edit the model using a simple yet versatile command system. Once captured, annotations and edits are merged into the original CAD models. There they can be easily edited or further refined. We present the design of a SolidWorks plug-in implementing this concept, and report initial feedback from potential users using our prototype. We also present how this prototype could be extended seamlessly to a fully functional system using current 3D printing technology.

pen based interface

In Proceedings of UIST 1994
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Translucent patches---dissolving windows (p. 121-130)

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This paper presents motivation, design, and algorithms for using and implementing translucent, non-rectangular patches as a substitute for rectangular opaque windows. The underlying metaphor is closer to a mix between the architects yellow paper and the usage of white boards, than to rectangular opaque paper in piles and folders on a desktop.

Translucent patches lead to a unified view of windows, sub-windows and selections, and provide a base from which the tight connection between windows, their content, and applications can be dissolved. It forms one aspect of on-going work to support design activities that involve “marking” media, like paper and white boards, with computers. The central idea of that research is to allow the user to associate structure and meaning dynamically and smoothly to marks on a display surface.

pen based system

In Proceedings of UIST 1996
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Ambiguous intentions: a paper-like interface for creative design (p. 183-192)

pen based user interface

In Proceedings of UIST 2003
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Tracking menus (p. 71-79)

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We describe a new type of graphical user interface widget, known as a "tracking menu." A tracking menu consists of a cluster of graphical buttons, and as with traditional menus, the cursor can be moved within the menu to select and interact with items. However, unlike traditional menus, when the cursor hits the edge of the menu, the menu moves to continue tracking the cursor. Thus, the menu always stays under the cursor and close at hand.In this paper we define the behavior of tracking menus, show unique affordances of the widget, present a variety of examples, and discuss design characteristics. We examine one tracking menu design in detail, reporting on usability studies and our experience integrating the technique into a commercial application for the Tablet PC. While user interface issues on the Tablet PC, such as preventing round trips to tool palettes with the pen, inspired tracking menus, the design also works well with a standard mouse and keyboard configuration.

pen computing

In Proceedings of UIST 1994
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A perceptually-supported sketch editor (p. 175-184)

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The human visual system makes a great deal more of images than the elemental marks on a surface. In the course of viewing, creating, or editing a picture, we actively construct a host of visual structures and relationships as components of sensible interpretations. This paper shows how some of these computational processes can be incorporated into perceptually-supported image editing tools, enabling machines to better engage users at the level of their own percepts. We focus on the domain of freehand sketch editors, such as an electronic whiteboard application for a pen-based computer. By using computer vision techniques to perform covert recognition of visual structure as it emerges during the course of a drawing/editing session, a perceptually supported image editor gives users access to visual objects as they are perceived by the human visual system. We present a flexible image interpretation architecture based on token grouping in a multiscale blackboard data structure. This organization supports multiple perceptual interpretations of line drawing data, domain-specific knowledge bases for interpretable visual structures, and gesture-based selection of visual objects. A system implementing these ideas, called PerSketch, begins to explore a new space of WYPIWYG (What You Perceive Is What You Get) image editing tools.

In Proceedings of UIST 1998
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Path drawing for 3D walkthrough (p. 173-174)

In Proceedings of UIST 2004
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Hierarchical parsing and recognition of hand-sketched diagrams (p. 13-22)

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A long standing challenge in pen-based computer interaction is the ability to make sense of informal sketches. A main difficulty lies in reliably extracting and recognizing the intended set of visual objects from a continuous stream of pen strokes. Existing pen-based systems either avoid these issues altogether, thus resulting in the equivalent of a drawing program, or rely on algorithms that place unnatural constraints on the way the user draws. As one step toward alleviating these difficulties, we present an integrated sketch parsing and recognition approach designed to enable natural, fluid, sketch-based computer interaction. The techniques presented in this paper are oriented toward the domain of network diagrams. In the first step of our approach, the stream of pen strokes is examined to identify the arrows in the sketch. The identified arrows then anchor a spatial analysis which groups the uninterpreted strokes into distinct clusters, each representing a single object. Finally, a trainable shape recognizer, which is informed by the spatial analysis, is used to find the best interpretations of the clusters. Based on these concepts, we have built SimuSketch, a sketch-based interface for Matlab's Simulink software package. An evaluation of SimuSketch has indicated that even novice users can effectively utilize our system to solve real engineering problems without having to know much about the underlying recognition techniques.

pen gesture

In Proceedings of UIST 2001
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Cursive: a novel interaction technique for controlling expressive avatar gesture (p. 151-152)

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We are developing an interaction technique for rich nonverbal communication through an avatar. By writing a single letter on a pen tablet device, a user can express their ideas or intentions, non-verbally, using their avatar body. Our system solves the difficult problem of controlling the movements of a highly articulated, 3D avatar model using a common input device within the context of an office environment. We believe that writing is a richly expressive and natural means for controlling expressive avatar gesture.

pen input

In Proceedings of UIST 1998
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Integrating pen operations for composition by example (p. 211-212)

In Proceedings of UIST 2006
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Interacting with dynamically defined information spaces using a handheld projector and a pen (p. 225-234)

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The recent trend towards miniaturization of projection technology indicates that handheld devices will soon have the ability to project information onto any surface, thus enabling interfaces that are not possible with current handhelds. We explore the design space of dynamically defining and interacting with multiple virtual information spaces embedded in a physical environment using a handheld projector and a passive pen tracked in 3D. We develop techniques for defining and interacting with these spaces, and explore usage scenarios.

pen input device

In Proceedings of UIST 2006
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Multi-layer interaction for digital tables (p. 269-272)

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Interaction on digital tables has been restricted to a single layer on the table's active work-surface. We extend the design space of digital tables to include multiple layers of interaction. We leverage 3D position information of a pointing device to support interaction in the space above the active work-surface by creating multiple layers with drift-correction in which the user can interact with an application. We also illustrate through a point-design that designers can use multiple-layers to create a rich and clutter free application. A subjective evaluation showed that users liked the interaction techniques and found that, because of the drift correction we use, they could control the pointer when working in any layer.

pen interface

In Proceedings of UIST 1997
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Pick-and-drop: a direct manipulation technique for multiple computer environments (p. 31-39)

In Proceedings of UIST 2000
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Dual touch: a two-handed interface for pen-based PDAs (p. 211-212)

In Proceedings of UIST 2006
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Mobile interaction using paperweight metaphor (p. 111-114)

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Conventional scrolling methods for small sized display in PDAs or mobile phones are difficult to use when frequent switching of scrolling and editing operations are required, for example, browsing and operating large sized WWW pages.In this paper, we propose a new user-interface method to provide seamless switching between scrolling and other operations such as editing, based on "Paperweight Metaphor". A sheet of paper that has been placed on a slippery table is difficult to draw on. Therefore, in order to write or draw something on the sheet of paper, a person must secure the paper with his/her palm to avoid the paper from moving. This will be a good metaphor to design switching operation of scroll and editing modes.We have made prototype systems by placing a touch sensor under each PDA display where user's palm will be hit. Three application programs - map browser, WWW browser, and photograph browser - that switch between scrolling and other operation modes depending on sensor output have been developed. We have carried out user tests on this mode switching method and have received favorable feedback on the same.

In Proceedings of UIST 2006
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Pen-top feedback for paper-based interfaces (p. 201-210)

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Current paper-based interfaces such as PapierCraft, provide very little feedback and this limits the scope of possible interactions. So far, there has been little systematic exploration of the structure, constraints, and contingencies of feedback-mechanisms in paper-based interaction systems for paper-only environments. We identify three levels of feedback: discovery feedback (e.g., to aid with menu learning), status-indication feedback (e.g., for error detection), and task feedback (e.g., to aid in a search task). Using three modalities (visual, tactile, and auditory) which can be easily implemented on a pen-sized computer, we introduce a conceptual matrix to guide systematic research on pen-top feedback for paper-based interfaces. Using this matrix, we implemented a multimodal pen prototype demonstrating the potential of our approach. We conducted an experiment that confirmed the efficacy of our design in helping users discover a new interface and identify and correct their errors.

pen user interface

In Proceedings of UIST 2004
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A remote control interface for large displays (p. 127-136)

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We describe a new widget and interaction technique, known as a "Frisbee," for interacting with areas of a large display that are difficult or impossible to access directly. A frisbee is simply a portal to another part of the display. It consists of a local "telescope" and a remote "target". The remote data surrounded by the target is drawn in the telescope and interactions performed within it are applied on the remote data. In this paper we define the behavior of frisbees, show unique affordances of the widget, and discuss design characteristics. We have implemented a test application and report on an experiment that shows the benefit of using the frisbee on a large display. Our results suggest that the frisbee is preferred over walking back and forth to the local and remote spaces at a distance of 4.5 feet.

pens

In Proceedings of UIST 2004
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Hierarchical parsing and recognition of hand-sketched diagrams (p. 13-22)

Abstract plus

A long standing challenge in pen-based computer interaction is the ability to make sense of informal sketches. A main difficulty lies in reliably extracting and recognizing the intended set of visual objects from a continuous stream of pen strokes. Existing pen-based systems either avoid these issues altogether, thus resulting in the equivalent of a drawing program, or rely on algorithms that place unnatural constraints on the way the user draws. As one step toward alleviating these difficulties, we present an integrated sketch parsing and recognition approach designed to enable natural, fluid, sketch-based computer interaction. The techniques presented in this paper are oriented toward the domain of network diagrams. In the first step of our approach, the stream of pen strokes is examined to identify the arrows in the sketch. The identified arrows then anchor a spatial analysis which groups the uninterpreted strokes into distinct clusters, each representing a single object. Finally, a trainable shape recognizer, which is informed by the spatial analysis, is used to find the best interpretations of the clusters. Based on these concepts, we have built SimuSketch, a sketch-based interface for Matlab's Simulink software package. An evaluation of SimuSketch has indicated that even novice users can effectively utilize our system to solve real engineering problems without having to know much about the underlying recognition techniques.

speech and pen input

In Proceedings of UIST 2000
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Multimodal system processing in mobile environments (p. 21-30)